Description

Book Synopsis

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.



Trade Review

Given the global Covid-19 crisis, the importance of digital for travel has grown massively. Gamification adds value to digital interactions by creating more interesting and compelling digital experiences. By presenting the state of the art in both the theory and practice of gamification, this text makes a valuable contribution for anyone wanting to compete in our new and increasingly virtual travel marketplace.

* Peter O'Connor, University of South Australia, Australia *
Rich in theory and filled with practical cases from around the globe, this book convincingly shows how central gamification and gaming are to experience creation and persuasion in the hedonic context of tourism and hospitality. The many illustrations make it an especially engaging read! * Ulrike Gretzel, University of Southern California, USA *
In hard times we must not forget the importance of having fun and enjoying life. Thus, gamification as a playful approach to interacting with systems is not only an emerging field in IT and tourism, but also a reminder not to forget the sunny side of life. I enjoyed reading this excellent collection of papers, by both well established and new researchers. * Hannes Werthner, Vienna University of Technology, Austria *

Given the growing demand for co-created novel and memorable experience, and the capabilities of digitalization to support it, the book “Gamification for Tourism” is a valuable source of theoretical and empirical knowledge for tourist academicians and practitioners, who search for innovative ways to design advanced tourist experience.

-- Katerina Volchek, Deggendorf Institute of Technology, Germany * Information Technology & Tourism, January 2022 *

The volume delivers a wealth of case studies from all over the world, including original applications and games, participation through third-party apps (e.g., Pokémon Go), and adaptations of existing technologies (e.g., geocaching) [...] Highly recommended.

-- L. deLaubell, SUNY Cortland, USA * CHOICE connect, Vol. 60 No. 1 *

Table of Contents

Figures and Tables
Acknowledgements
Contributors

Chapter 1. Feifei Xu & Dimitrios Buhalis: Gamification in Tourism: The Cutting-Edge Trend in Tourism

Part 1: Gamification Theories

Chapter 2. Demos Parapanos & Eleni Michopoulou: Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle

Chapter 3. Russell B. Williams: Understanding Games and Gamified Experiences: The MAPS-AIM Model

Chapter 4. Ye (Sandy) Shen & Marion Joppe: Gamification: Practices, Benefits and Challenges

Part 2: Gamification Application and Case Studies

Chapter 5. Zuhal Cilingir Uk & Yaşar Gultekin: Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model

Chapter 6. Marianna Sigala & Elin Nilsson: Innovating the Restaurant Industry: The Gamification of Business Models and Customer Experiences

Chapter 7. Feifei Xu and Shaojin Li: Destination Marketing via Gamification: A Case Study of the Austria Adventure Game

Chapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal

Chapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spanish Cases

Chapter 10. Russell B. Williams: Pokémon GO: Serious Leisure and Game-Playing Tourists

Chapter 11. Sara MacBride-Stewart, Clare Parsons and Ilona Carati: Playfulness and Game Play: Using Geocaching to Engage Young People’s Well-being in a National Park

Chapter 12. Evrim Çeltek: Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications

Chapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion

Index

Gamification for Tourism

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Order before 4pm tomorrow for delivery by Mon 19 Jan 2026.

A Hardback by Feifei Xu, Dimitrios Buhalis

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    View other formats and editions of Gamification for Tourism by Feifei Xu

    Publisher: Channel View Publications Ltd
    Publication Date: 10/05/2021
    ISBN13: 9781845418212, 978-1845418212
    ISBN10: 1845418212

    Description

    Book Synopsis

    This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.



    Trade Review

    Given the global Covid-19 crisis, the importance of digital for travel has grown massively. Gamification adds value to digital interactions by creating more interesting and compelling digital experiences. By presenting the state of the art in both the theory and practice of gamification, this text makes a valuable contribution for anyone wanting to compete in our new and increasingly virtual travel marketplace.

    * Peter O'Connor, University of South Australia, Australia *
    Rich in theory and filled with practical cases from around the globe, this book convincingly shows how central gamification and gaming are to experience creation and persuasion in the hedonic context of tourism and hospitality. The many illustrations make it an especially engaging read! * Ulrike Gretzel, University of Southern California, USA *
    In hard times we must not forget the importance of having fun and enjoying life. Thus, gamification as a playful approach to interacting with systems is not only an emerging field in IT and tourism, but also a reminder not to forget the sunny side of life. I enjoyed reading this excellent collection of papers, by both well established and new researchers. * Hannes Werthner, Vienna University of Technology, Austria *

    Given the growing demand for co-created novel and memorable experience, and the capabilities of digitalization to support it, the book “Gamification for Tourism” is a valuable source of theoretical and empirical knowledge for tourist academicians and practitioners, who search for innovative ways to design advanced tourist experience.

    -- Katerina Volchek, Deggendorf Institute of Technology, Germany * Information Technology & Tourism, January 2022 *

    The volume delivers a wealth of case studies from all over the world, including original applications and games, participation through third-party apps (e.g., Pokémon Go), and adaptations of existing technologies (e.g., geocaching) [...] Highly recommended.

    -- L. deLaubell, SUNY Cortland, USA * CHOICE connect, Vol. 60 No. 1 *

    Table of Contents

    Figures and Tables
    Acknowledgements
    Contributors

    Chapter 1. Feifei Xu & Dimitrios Buhalis: Gamification in Tourism: The Cutting-Edge Trend in Tourism

    Part 1: Gamification Theories

    Chapter 2. Demos Parapanos & Eleni Michopoulou: Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle

    Chapter 3. Russell B. Williams: Understanding Games and Gamified Experiences: The MAPS-AIM Model

    Chapter 4. Ye (Sandy) Shen & Marion Joppe: Gamification: Practices, Benefits and Challenges

    Part 2: Gamification Application and Case Studies

    Chapter 5. Zuhal Cilingir Uk & Yaşar Gultekin: Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model

    Chapter 6. Marianna Sigala & Elin Nilsson: Innovating the Restaurant Industry: The Gamification of Business Models and Customer Experiences

    Chapter 7. Feifei Xu and Shaojin Li: Destination Marketing via Gamification: A Case Study of the Austria Adventure Game

    Chapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal

    Chapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spanish Cases

    Chapter 10. Russell B. Williams: Pokémon GO: Serious Leisure and Game-Playing Tourists

    Chapter 11. Sara MacBride-Stewart, Clare Parsons and Ilona Carati: Playfulness and Game Play: Using Geocaching to Engage Young People’s Well-being in a National Park

    Chapter 12. Evrim Çeltek: Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications

    Chapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion

    Index

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